Ike

Analysis by amroamro
Ike
Young Mercenary

5

Obtainable as a 5 only
Hero Ratings
Overall Rating
5
/ 5
Attacker Rating4.5 / 5
Max Avg Total Stats at Lvl 40
158
HP 42
ATK 35
SPD 31
DEF 32
RES 18
Stat Variations
Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 6 7 4
Middle 18 9 7 8 5
High 19 10 8 9 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 32 28 29 14
Middle 42 35 31 32 18
High 45 38 34 35 21
IV Sets
Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

+ATT will allow him to secure certain OHKOs against blue mages and other specific units. +SPD allows him to escape double attacks from a majority of the units without being buffed.

+HP and +DEF increases his general bulk and allows him to continue doing what he does best, killing whatever is brave enough to attack him.

RES is the least useful stat in Ike's arsenal, but it is important to note that with a decrease in resist, he becomes much easier to kill with magic. So if you do use a -RES Ike, avoid putting him up against a blue mage.

Skill Sets
The Radiant Hero (QR 2/3)
Budget
Optimal
Ragnell A Heavy Blade 3
Reposition B Quick Riposte 3
Aether C Threaten Def 3
SP1,625S-

Show Explanation/Analysis
  • Preferred Nature: +Attack / -Resist
  • Weapon: Ragnell
  • Support Skill: Reposition / Reciprocal Aid / Swap
  • Special: Aether
  • A Slot: Heavy Blade 3
  • B Slot: Quick Riposte 3 / Brash Assault / Swordbreaker
  • C Slot: Threaten Def 3 / Threaten Att 3 / Varies on team
  • Sacred Seal: Attack +1

This set zeroes in on Ike's ability to kill units through Ragnell's Distant Counter. The only non-blue melee units that can reliably survive Ike's retaliation combo after being affected by Threaten Def 3 are Hinata, Draug and Zephiel. And this is assuming Aether does not take effect. Blue mages and pegasus riders that proc Ike's Quick Riposte 3 without killing him will often end up dead or severely injured.

Reposition allows him to make strategic moves that places high-priority targets on the other side of Ike for protection (or in front of Ike to save him). Reciprocal Aid goes hand-in-hand with Aether. In the case that he is full HP with Aether charged, he can bestow his sizable HP on an ally and heal it back up the next turn. If Reciprocal Aid is hard-to-use or unfit for the team, Swap is also an option.

With a Dancer, Brash Assault and Swordbreaker may be better alternatives to improve his player-phase turn. Units that can buff him to increase his damage output or decrease the damage he takes will significantly improve Ike's performance on the field of battle. Threaten Att 3 can be used to increase his bulk if he is having trouble staying alive.

Radiant Baiter Ike (Vantage)
Optimal
Ragnell A Fury 3
Reciprocal Aid B Vantage 3
Moonbow C Threaten Def 3
SP1,425S-

Show Explanation/Analysis
  • Preferred Nature: +Speed or +Attack/ -Defense or -Resist
  • Weapon: Ragnell
  • Support Skill: Reciprocal Aid / Reposition
  • Special: Moonbow / Luna / Aether
  • A Slot: Fury 3 / Heavy Blade 3
  • B Slot: Vantage 3
  • C Slot: Threaten Def 3 / Varies on team
  • Sacred Seal: HP +3

Ike tries to answer all ranged threats with this build. With 3 increased defense, resist, speed and attack from Fury 3, he is able to survive more exchanges with mages and will KO back on the first counter or the next turn with Vantage. Ike functions as bait with his high attack power and decent bulk, all mages and archers who cannot OHKO Ike will no longer be a threat. Threaten Def 3 works well to soften up melee units that could be OHKO from Moonbow or Vantage.

Reciprocal Aid gives Ike the option of trading his current HP for an Ally's HP, so he has two ways to use it at any given time. He can purposely set himself below Vantage threshold while healing an Ally, or he can regain his lost HP to engage in another fierce exchange with his foes. While this set offers a different tactical look into Ike, he can still use Aether and Heavy Blade 3 to improve his sustain, but he will be less efficient at handling magic attacks from blue characters.

Ike, Shield of Radiance (Tank + Renewal)
Ragnell A Heavy Blade 3
Ardent Sacrifice B Renewal 3
Aether C Threaten Atk 3
SP1,625S-

Show Explanation/Analysis
  • Preferred Nature: +Speed or +Defense/ -Resist
  • Weapon: Ragnell
  • Support Skill: Ardent Sacrifice / Swap / Rally Attack
  • Special: Aether / Luna
  • A Slot: Heavy Blade 3 / Fortress Def 3
  • B Slot: Renewal / Quick Riposte 3
  • C Slot: Threaten Att 3 / Hone Speed 3 / Varies on team
  • Sacred Seal: Speed +1

This build seeks to trade Ike's firepower for longevity. With a Speed boon, he can escape more double attacks, or with a Defense boon, he takes less damage from physical sources. Combine that with Renewal, Heavy Blade/Fortress Def 3, Threaten Att 3 and Aether, and he will be a self-sustaining unit that won't go down easy.

With this set, Ike serves a more support-like role that uses Ardent Sacrifice or Rally+Hone to keep his teammates energized while still checking many common threats with his Ragnell. Swap can be used similarly to Reposition, but Swap has the benefit of allowing Ike to move up to three spaces instead of two. This can end up becoming more useful for Ike to create distance and stall for Renewal's regen effects.

User Submitted Builds
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Hero Updated
Ike by diegoletal 3 hours ago
Ike by Banandana 8 hours ago
Ike by Draco 14 hours ago
Ike by RyomaLover27 16 hours ago
Ike by SilverFox 17 hours ago
Weapon Skills
SP:
400
Rng:
1
Mt:
16

Enables counterattack regardless of distance if this unit is attacked.

Learns by default at 5 ★
Special Skills
SP:
100
CD:
3 Turns

Resolve combat as if foe suffered Def/Res-30%

Learns by default at 5 ★
SP:
200
CD:
3 Turns

Resolve combat as if foe suffered Def/Res-50%

Unlocks at 5 ★
SP:
500
CD:
5 Turns

Resolve combat as if foe suffered Def/Res-50%.

Unit recovers HP=half damage dealt.

Unlocks at 5 ★
Passive Skills
SP:
60
Slot:
A

If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 attack.
(If using other similar skill, only highest value applied.)

SP:
120
Slot:
A

If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 attack.
(If using other similar skill, only highest value applied.)

SP:
240
Slot:
A

If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 attack.
(If using other similar skill, only highest value applied.)

Unlocks at 5 ★
SP:
50
Slot:
B

If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.

SP:
100
Slot:
B

If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.

SP:
200
Slot:
B

If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.

Unlocks at 5 ★
Introduction

Pros:

  • Excellent attack power
  • Great bulk
  • Comes with Distant Counter on his weapon
  • His base set highlights his abilities
    • He can decrease the cooldown of his special with every swing of his blade.  As a result, he can effectively use specials with longer cooldowns such as Aether.

Cons:

  • Below Average Speed
  • Low Resistance
  • One of many highly-competitive sword units to pick from

Ike has the second highest attack and fourth highest defense among the red infantry.  Being one of the few units in the game with a Distant Counter attached to his weapon, he can utilize several different A-Passives to improve his potential while retaining an amazing defensive and offensive presence.  With his capabilities, he threatens to OHKO many mages and archers on the counter as well as shrugging off archer damage.  Using his Heavy Blade passive and Aether combo, Ike is never truly out of the game and can come back from the brink.

His high bulk and low speed can be taken advantage of to help him charge his special more quickly while dealing heavy damage with his counterattack.  Abilities such as Quick Riposte and Brash Assault can guarantee two swings from both his enemy and himself readying Aether on the next swing.  Charge special, use Aether, heal back to full HP, kill enemy, rinse and repeat.  Ike fights like a hero regardless of the world he is in.

Strengths
  • Ragnell

    • Unique weapon that allows him to retaliate from any distance.
    • Frees his A-Passive to be used for other abilities.
  • High Attack

    • Second highest among red units. This allows him to OHKO soft units on the offensive and on the defensive.
    • Allows Heavy Blade to work against most units.
  • Good Defense and HP

    • Gives him the bulk to play with Aether and become a pseudo-tank. Losing some HP and gaining it all back in one go.
    • Allows him to play defensively with his weapon.
Weaknesses
  • Average Speed

    • With a neutral speed of 31, he ends up being significantly slower than many of the heavily-played characters such as Linde, Lucina, Nino, Tharja, Azura, Lyn, Karel and Hana.
    • His speed can be repaired with a single Rally to avoid being double attacked by all unbuffed units barring SPD-Boon Setsuna, Lyn, Felicia, Caeda and Lon'qu, but because all these units deal low physical damage, have low armor and are not blue, Ike does not need to worry about facing off against them.
  • Very Low Resistance

    • With the fifth lowest Resist stat on the roster, Ike's biggest enemy is magic, especially mages that can double attack him. Neutral Ike will survive a neutral attack from Linde and cripple her in the process as long as he does not get double attacked, but Olwen and Reinhardt circumvent Ike's speed and OHKO him on their first two attacks. Best part of Ike is with Quick Riposte, he can 2HKO a mage on their initiation and have Aether ready to regain all his lost HP.
  • Heavily Played

    • Due to Ike's popularity and skill set, he is one of the most heavily-played sword users, so Ike will need to contend with mirror matches more frequently than other units. Depending on opposing builds and natures, your Ike may be at a disadvantage against the opponent's Ike. So either learn the match-up or bring a character to deal with your enemy's Ike.
Team Options

Ike will do well with a Dancer that lets him land more attacks to decrease his special's cooldown or support units that can repair his speed or increase his bulk. Unsurprisingly, his sister Mist and he make an incredible duo with her Spur Def/Res 2 C-Passive. She can hide behind Ike continually topping him off after every Aether as he waits for the enemy to step in front of him. Where's the Dark Knight when you need him?

Hector plays like a green Ike, so he can be used with Ike to form a defensive core that can handle a variety of enemies as well as check Ike's blue foes. Nowi can work in a similar manner for blue with her breath attack also functioning as another Distant Counter copy. The main difference is Nowi deals magic damage instead of physical damage.

Counters

Most blue mages and dragons can give Ike a headache: Linde, S. Lucina, Nowi, Corrin (F), Ninian, Reinhardt, Robin (M), Olwen.

Blue units with high attack and high defense can also cause Ike issues: Effie, Donnel, Ephraim.

Sapphire Lance+ can drastically increase damage against Ike while weakening his damage further: Azura, Subaki, Sully.

From Series
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn
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